MegaMek Board Editor Tutorial v1
MegaMek Board Editor Tutorial v1
board editor
v1.0
credits: azdraon
The Working Hex image is the standard image seen when working
with road:1 and no set exits. [Pavement will force a road tile to
turn (i.e. exit) into the adjacent pavement hex-tile]
If you simply try to paste a road onto the board alongside the
pavement, it wont look right (See image Road Step 2).
You can click A, set the exits to be 0 and 3 (see image Road
Step 3), click done then click Add/Set Terrain, and this will force
the road to go from the North and South (see image Road Step 4,
[notice the Working Hex now looks different]) sides of the hex
without veering when we paste the road hex tile adjacent to the
pavement (See image Road Step 5 and 6).
Road Step 1 Road Step 2 Road Step 3
J. Exit Roads to Pavement Unknown (have tested, but cannot determine its use).
K. Theme Type in a theme you would like to use for the base hex tiles.
e.g. Grass, Lunar, or Mars.
L. Add/Set Terrain This will add the terrain selected in the Terrain Selection to the
Terrain Feature with the specified level and exits. The Working Hex should
change to an image of the combined terrain in the Terrain Selection.
M. Toggle MiniMap Open/Close the MiniMap.
N. Board Click New to start a new board. Save As Image... will save a .png file of
an overview of the board. Great for posting screenshots for the MegaMek
community to see your map!
Short Cuts:
Change Elevation: Ctrl + Left Click - This will change the elevation of the selected to
the Working Hex tiles elevation level.
Copy Board Hex: Alt + Left Click This will copy the hex tile on the board and make
the copy your Working Hex tile.
7. Hex Tiles
If someone knows the special properties for each hex (to-hit effect, pilot checks,
additional movement cost, etc.) and would be willing to let me know for each one in a
comprehensive list I would greatly appreciate it, and of course I will give credit to those
who help in the next update to this tutorial.
The following hex tiles are in order of appearance in the Terrain Selection.
Key: * = Any Number
Theme:
(Type the name of the theme to place the respective hex tiles)
Default Grass Lunar Mars Volcano
Sand:1
Tundra:1
Magma:1 Magma:2
Planted_fields:1
Heavy_industrial:*
Space:1
Pavement:1
Roads:
(Default is no set exit)
(Specific Exits for Building Terrain Feature: 00-68)
Road:1 Road:2
Swamp:1
Mud:1 Mud:2
Rapids:(1 or 2)
(Water:2 is added as a backdrop. Rapids is the white spots)
Ice:
Snow:1
Fire:1 Fire:2
Smoke:1 Smoke:2
Geyser:1 & Geyser:3 Geyser:2
Connected Buildings:
(Default is no set exit)
(Specific Exits for Building Terrain Feature: 00-68)
Building:1 Building:2 Building:3 Building:4
Bldg_elev:*
Bldg_cf:*
Bldg_class:*
Bldg_armor:*
Dropship:
Building:4:## (Insert respective number from below in ##)
:69 :70 :71 :72 :73 :74 :75
Bridge:
(Specific Exits for Bridge Terrain Feature: 00-63)
Bridge:*
Bridge_cf:*
Bridge_elev:*
Fuel Tank:
(Specific Exits for Fuel_tank Terrain Feature: 00-68)
(Any Connected Building can become a Fuel Tank. If the structure is
destroyed an explosion will occur)
Fuel_tank:1 Fuel_tank:2 Fuel_tank:3 Fuel_tank:4
Fuel_tank_elev:*
Fuel_tank_cf:*
Fuel_tank_magn:*
Impassable:1
Fortified:1
Screen:1
Fluff:5:6 Fluff:5:7
Fluff:6:0 Fluff:6:1 Fluff:6:2 Fluff:6:3 Fluff:6:4 Fluff:6:5
Fluff:6:18
Arms:1 Arms:2
Legs:1 Legs:2